You mean the raw map formats? These use different raw map formats to the Quake derivatives this plugin is for (.map, .vmf), especially Unreal Tournament. Might be tools to export the Unreal Tournament maps to a 3d format that can be imported into Unreal Engine 5?
stoofphen
Recent community posts
Hi NTE, when I saw the response in my Gmail notification and (particularly) the title of the newly updated files, I couldn't help but have a chuckle. Really appreciate the updates as I am sure the cohort of us here are, and a very pleasant surprise it is.
But of course, you needn't apologise for delays, understanding that life has changed a bit for you which is just an unfair predicament that no one should have to go through. As the title you've so fittingly chosen reflects a tenacity that is admirable, and I wish you well.
Merry Christmas.
Wondering if anyone has managed to get this working with 5.4.2 (or the latest 5.4.4)? And if so, any chance they could share what they did, as it would be most appreciated. Seems like NT hasn't been active around here for a while (hope they are alright).
This plugin is most useful because it allows you to not just use Hammer, but also Radiant (which I have used on end for many years, it is my go-to for level geometry). So it is a shame to be a bit stuck for the past few months not able to use it with my project, which I updated to 5.4.2 - something I cannot really back track on now.
Given how effective and appreciated this plug-in is, would be brilliant to get a workable version for 5.4.2!
Also, just for anyone's curiosity or food-for-thought; you can create a simple Actor that has an editor function that automatically parents all relevant imported geometry brushes / curves / groups / entities for a particular .map file (via searching a substring of the map name in each object's name), and then zeroes out the relative offset to the parent Actor. This allows you to manipulate said Actor as the origin point, like a group, and move it around within your Level. This solves having to keep manually re-locating every import, if you wanted to shift the origin point, and helps keep each imported .map grouped under one parented Actor.